I am trying to achieve a glow effect in the UI, but I can't figure out how to do it. Even after setting the color parameters to a high value (like (30,0,0) as I do normally to achieve this effect in the world), it stays the same. The effect I'd like to achieve: https://ray3k.files.wordpress.com/2016/08/preview1.gif?w=840
The UI elements in your example image are most likely just texture files and the glow effect is already in the texture. The glow effect that you achieved with setting the emission value above 1 is caused by bloom, but that does not work in UI so you have to bake the glow into the texture itself in a image editing software.
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I'm trying to use a sprite sheet in my background animation. The sprite sheet is made up of multiple objects of varying sizes and shapes. I want the sizes/shapes to be used consecutively in a "floating" type backgound animation. I have no clue how to start the code. Can't seem to find anything like this on the Stack Overflow site. Ps. I'm not trying to animate one (1) object (such as a running man). Please HELP!!
I tried using JS code for animating bubbles and just replacing with my script.png. It didn't work. The example background that I'm trying to duplicate is found at https://lusion.co - If you page down until you reach about the third page, you will find a colored background with floating objects, along with a scattered light and fog. Lusion used a sprite sheet for the objects. I have a copy of the sprite sheet. They seem to hide their code, so I can't use their site for learning.
I am attempting to create a view for Android whose background appears to blur the view's content for which it is on top. This is nothing new and has been done before. I based my implementation on what was done here: Dimezis/BlurView.
The approach uses the pre-draw event from the view tree observed to draw a view to an internal canvas. The canvas is backed by a bitmap. A blur is applied to the bitmap before it is drawn to the canvas passed to BlurView's draw method. This approach works well for all standard views/controls and is a common method used to achieve the blur view effect.
However, it does not handle Skia-based drawings that may be on the view that is blurred.
Skia, via SKCanvasView, is used heavily for controls within the App so this is kind of a deal breaker if I cannot find a solution. The issue is very odd. Anything that is drawn on the canvas view appears to be scaled and translated when drawn to the internal canvas.
Screen-Shot - blur label v. blur SKCanvasView
The screen-shot show the difference in results from blurring a label with text v. blurring a red circle drawn on an SKCanvasView.
For reference, I've posted a sample project on GitHub. It can be found here: jaredballen/BlurView
I'd really appreciate any input that can be shared.
When you invoke _rootView?.Draw(_internalCanvas); the circle SKCanvasView is internally rendering itsself using _internalCanvas size (same as _blurView size) resulting in demonstrated behavour. My guess this could be solved by making _internalCanvas of the same size as the _rootView, rendering root view as blurred, then clipping and translating the result inside the smaller _blurView.
After sorting out the issues in this question, I was finally getting image data from my render target. BUT, that image data does not seem to use anti-aliasing. (It also doesn't seem to have any alpha values where 0 < a < 255, but that may be a different issue).
I saw in this thread that anti-aliasing isn't available for render targets, but that was in 2011. Is that still the case? Do I need to employ post-process anti-aliasing if I want it for my render target?
This issue is present in both r76 (what I'm using from my previous question) and even the latest, r86.
Here's an example image, if it helps. The gray background is the image rendered to the main canvas, while the transparent background comes from the render target. You can really see the aliasing on the edges between the faces.
this answer is some late (3 years later) but, in this discussion is the solution: https://discourse.threejs.org/t/why-is-a-custom-fbo-not-antialiased/1329.
With the next release of three.js (R101), it’s possible to use a new type of render-target to solve this problem. WebGLMultisampleRenderTarget enables the support of multisampled renderbuffers. You can now perform “render-to-texture” and have an antialiasing render result. A post-process AA like FXAA is not necessary anymore.
Important: It’s required to use a WebGL 2 rendering context since multisampled renderbuffers is a WebGL 2 feature. -
I was on the way of making a picasa like photo viewer and later an image editor.i used JFrame and alpha channel to set background transparent.but while moving or zooming in/out ,as i had to draw it on different location and clear the previous image i used clearRect and faced the problem.
the oracle documentation says it clears the rect and restores the background color.
on some trials the clearRect clears the area to background color.But while continuous events like mouse-dragging its turning the color of cleared area to black and causing this:
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thnx
.i used JFrame and alpha channel to set background transparent.
Don't use alpha for complete transparency. Instead just use:
panel.setOpaque( false );
If you are using semi transparency then check out Backgrounds With Transparency. It will explain the problems with transparent background and provide a couple of solutions.
The basic problem is that transparency breaks the painting contract with Swing components because the background is not cleared entirely before child components are painted.
Is it possible with High Charts to blend/dissolve the colors in an animation when data changes?
The motion is already working but the barcolors won't blend/dissolve.
Unforuantely defualty it is not possible, you can configurare your animation only by http://api.highcharts.com/highcharts#chart.animation . In other cases you need to prepare your own animation mechanism, including edit a source code of highcharts.